I would love to playtest ur game and I would love if u playtested my game.
post links here I guess
like this: https://superslop.itch.io/spin-to-wind
I would love to playtest ur game and I would love if u playtested my game.
post links here I guess
like this: https://superslop.itch.io/spin-to-wind
Iβll play your game and give my thoughts on it tomorrow when I have time. Thank you.
Here is the link to my game: https://quietkalliope.itch.io/the-perfect-pirouette
Thank you for the response. I already have a design for the UI in mind and some background music. I just need to implement them sometime this week. What were your thoughts on the story and the choices you made throughout it? Cause I feel like the story is kind of bland, but Iβm not sure how to fix.
I love alliteration this is a great title! I agree with all of RotationalJustice's points. Visuals and audio would help me feel immersed.
Sound effects: I recommend effects that communicate the emotion you wait your player to feel for that part of the story. Effects like risers to build tension before your performance (something classical like violin/strings would make sense with ballet) and crowd cheering/clapping for if/when you nail it π«π
Visuals: Depends on what art style you're good with. I would like to see an intimidating MS character and then have the rest of the visuals mostly focus on faceless dance sets and a faceless audience if you wanna drive that practicing under this pressure can be a lonely experience.
Good luck π !
I think the story has a solid shape. It's not hard to relate to the pressure to perform and it's nice and light which is good for a game jam where in my experience people will not want to try to keep track of a big cast of character or specific story points.
To me the characters are not the draw of a story like this, it's that you can put yourself in the main characters shoes (ballet slippers in this caseπ©°) which is why nice, strategic audiovisuals amplify the plain text story to feel more real!
This is solid, and my only suggestions are pretty minimal.
I feel validated because the first 2 feedback points were my 2 greatest concerns (mouse & keyboard controls feel awkward and difficulty spikes)!
Control after bounce I had not thought about. I have played my game A LOT while making changes so I've gotten use to the isometric view and physics (they're fake physics). I expect most players will feel this, I'll brainstorm ways to try and mitigate this and hopefully still have cool Tokyo drift moments π€π.
I will waste an inordinate amount of time looking for exactly the right CC0 ambient music or making something in Chrome music labs today.
Thank you for this thoughtful and constructive feedback! I will get to work right away πββ‘οΈ
Glad I could help. You're doing great!
Spin to wind is fun. Good enough for me to play every level. Perhaps level 15 should be the last one? It seems to be the hardest.
I think you've got it down already. The game is good. One of the few things I can imagine to step it up a notch would be to add some dynamic elements. Something that moves across the course to dodge? A lane of cars you have to slip between? Something bouncing around that can knock you out? A spinning something to knock you off course? As is though I think your game already does the whole "entertain for 5-10 minutes bit" though. Very well done. I had a good time with it.
You're right intuitively on a real wind-up toy you would just let go of the crank and it would fire off so I very likely need to make the launch button painfully clear with BIG UI element or make it release-to-launch
If you couldn't launch because you weren't reaching the minimum wind threshold then I need to make that a lot bigger and more obvious in the UI at least for the first time
Thank u!
kenney assets coming in clutch yet again π€ https://kenney.nl/assets
I played your game. I thought it was really nice and fun. I did run into this weird error on the first level: if you click off the screen after trying to spin the wheel, you can no longer spin it, and you have to reload the itch.io page to try again. It happened to me when I was spinning the wheel, and the power bar was behind the white line or in the center of the bar.
The game is very polished. My only advice maybe add some input tutorial. like i missd that you can control the card using A and D.
Please playtest my game. Any feedback is appreciated. https://rajahafify.itch.io/orbital
really clever concept!
Balancing risk and reward as you bob and weave and spin/orbit around the planets is creative.
This made me think maybe I should slap step-by-step interactive tutorials on all my games.
The last step was the only one that wasn't interactive, I thought that pressing g, u, x would do something. I understood once I rolled for my first upgrade, maybe you could roll an upgrade and have user start with one from Step 3.
I mean fuel is cool but how can I not spin 2 win? That's the name of the jam
Maybe controversial I want a bigger sound effect when I crash into a planet. Sound effects are satisfying, I like the warning beeps as you get close especially.
A maybe cheap improvement is letting players use keyboard keys or controller (controller support more work but keys should be ezpz), I also understand by you made it scroll wheel (spin is the them and you spin the scroll wheel) these could be additive like the plus and minus thrust buttons.
Good music ambience
Bug: I think I increased thrust too fast after upgrades or something and zoomed past the first planet being dragged into the underworlds by I don't know what celestial objects gravity
Thanks man, appreciate the feedback. Ill try experimenting with bigger boom sound. The advice on the upgrade seems cool, putting the level 1 upgrade at the start would be a teaching moment and also maybe make the run more random (like slay the spire relics).
Currently Up and Down button also works but yeah, we gamers need our WASD. Ill try to implement it in the next version. Thanks again for the feedback. I wish my game looks as polished as yours.
This game is really cool and it looks amazing. I only have a few suggestions. Maybe have a marker on the power bar indicating what the power was on your last attempt. And the last attempts path line thing should persist through a (R)eset, I think. Otherwise there isn't much I can say.
Feel free to playtest mine: https://bobameji.itch.io/space-swing all feedback is welcome, but this is my first time doing this sort of thing so be gentle.
I'm a sucker for a good ricochet
The first level(s) are gonna be too hard for most players (not me I'm a god gamer and had no problem whatsoever and definitely didn't fail the first level many times before accidentally winning)
Sometimes i shoot a ball and a planet eats it?
I did not realize you could make the ball controlled by a planet's orbit even though I read the tether text until after 3 levels (I am dum)
Tethering feels good. I think chaining tethering into ricochets and more tethering would be enough for a SATISFYING game loop
And thank u for the feedback! I will make the last attempts path line thing should persist through a (R)eset if I can figure it out before I forget it
Its a fun game. I played all the levels.
Some levels you can't see all the way to the end from the start, and there doesn't seem to be any way to preview the level, which feels a bit unfair when I have to decide how much to wind. You could let players pan, give them a minimap, or just tween the camera moving from the goal to the start to give an overview of the level.
Level 20 "The Long Way" was the hardest level by a huge margin. Much harder than the final level. Its difficulty felt a little out of place (or at least, like it should be the last level rather than the second last). I spent a lot of tries on it and eventually trying to wind the same amount with a mouse each time became tedious. It was fine on the other levels but the huge number of repeats and difficult steering got to me.
Please give my entry a try - https://william-ritson.itch.io/alchemy-isle
Woah does multiplayer actually work!? I wanna make a multiplayer game so bad I have tried and failed so many times.
First playing I could use some visual and audio feedback that I can place the castle. I couldn't figure out where to click for about 30 seconds. One second try I now see there are darker circles, if the cursor changed when hovering that would help me (and a audio fx playing on mouseenter would be nice).
I'm a sucker for low poly islands, the wind effect is especially nice. The dial shows up with 16 symbols and they aren't traditional resource icons like timber, stone, etc. so a new player won't understand what they are until they navigate the build menus with previews or are smarter than me (admittedly a low bar).
I like that you can't make a lot of purchases turn 1, I think a new player should only make 1 or 2 decisions turn 1.
The little popups you get for gaining resources lights up the dopamine receptors in my monkey brain. Making the building do that get big and then go back to original size animation is cool π.
Personally I could use some more direction, I quickly ran out of all options besides Deconstruct. Handholding or literally having arrows to what to purchase for new players for the first few turns could maybe help. I feel like your biggest challenge will be teaching people how to play your game. Take this with a grain of salt because I have not played a lot of games in this genre, am not good at them, and once again, am dum.
tldr; you have nice atmosphere, satisfying sound effects, and relaxing ambience. please teach me how to master your game and navigate the UI! ποΈ
Thanks for the feedback!
Multiplayer works when I tested it, so hopefully it works for everyone else as well.
I will make it more obvious that the castle placement locations are intractable.
I definitely think this game needs more tutorialization and plan to add either a dedicated tutorial or a set of contextual popup hints pointing things out to you on your first time. But I think is that its best to get things as intuitive and learnable as possible with good UI/UX/tooltips etc first then add in the heavy handed tutorial elements after. But I think now is the time to start on the more heavy handed teaching.
someone else has said level 20 was harder than the last level so that is definitely getting modified or at least moved around in level order
I notice sometimes I get lucky especially with controller and I'm like yep that level is challenging but hopefully not too bad and then come back and play it with mouse and keyboard and STRUGGLE
hooray!
Hey, I made my own post but would like to follow up in this thread. If anyone wants to check out an early build of my game Spinsanity, itβs live:
starboardbowgames.itch.io/spinsanity
Appreciate any feedback you have!
This is spinsane π«!
Jealous of ur juice! music and menu elements pop off from the beginning
Pretty colors, I did not know what I was doing the first time but it was so pretty I still enjoyed myself just waving the cursor around.
On second play realized you need to click and I am therefore just an idiot, the text said to swipe π€¦ββοΈ
You've already got so much juice keep that it, the performance was a challenge on my machine and stuttered and crashed at different parts (I have a low-to-low-mid-range AMD card). Frick the music and juice is so nice u have good taste.
I can't tell when the game stops tracking my swipe and I need to let go of the mouse and swipe again so maybe the line you're drawing could get smaller as you hold and then disappear when your mouse movements no longer affect ur triangle πΌ.
Also since we're a triangle maybe the enemy black triangles could instead be the shape that is the arch nemesis of the triangle (you know which one)
I would play more but my guy dies one me when about when 3 enemies show up on screen, excellent work!
This is so cute!! Don't think I didn't notice the lil' cut the rope frog following my cursor with his eyes BECAUSE I DID.
This would make a good mobile game, I feel like I should make my audio toggle now allow just sound effects, music and sound effects, or nothing, since my own game music is driving me insane.
bAn indicator of what direction you will go next could help. I lose track easily, but maybe that's supposed to be part of the challenge.
Power-ups and negative modifiers would be fun. Maybe something that makes you bigger so that you can catch candy more easily. For example.I just saw the Mentos, but I could not get higher than 15 because I am bad at these types of games and using an ergonomic mouse.Not that 15 isn't a respectable score.
Oh, and a power-up that would let you shoot your tongue out to eat the Mentos would be sick π
Nice work!
Spin to wind is an amazing game. It's addicting and fun., and the levels got me thinking. The art is great and the user interface is actually spectacular. I had no problems with the game, good job.
heres my game its pretty bad lmao https://memez6.itch.io/storage
I was enthralled by the slowly lowering text. I wasn't sure it would stop.
The first song makes me feel a sense of dread like I'm in the zombie apocalypse. I'm jumping to the jaunty tune πΆ
I CAN'T BEAT IT! I don't know how to get better. I try identify the killer besides guessing based off the clue, I've never played among us maybe that's why. The scan is always the same area on my screen, I look at 3 people in that area and then kill the other 3 and lose, idk if just a skill issue on my part.
I like the pauses and changes in music depending on what action you perform and the ripped paper effect is cool. 60 seconds for a round I think could be shortened because there are over 20 people (I know multiple people can get killed each round so it's not necessarily that many)
Nice work, I think this is the best sound design of the games I've played so far! please lmk if I'm missing something or just bad!
P.S. how is this guy NOT the imposter every time? I mean just LOOK AT HIM. 
Amazing game, although Its a bit easy. Can you try my game socky? https://tucker151.itch.io/socky
its good, not really anything i can touch on
my game: https://thecatmask.itch.io/thegreatboomerangchampionship
A few questions Mr or Ms TheCatMask,
1. Whose throwup am I sweeping up?
2. Shouldn't I mop afterwards?
3. Why am I buying boomerangs in a sold out prescription store?
4. and 5. Why did I spend so long in the casino I noticed the music eventually stops without looping? Do I have a gambling problem?
I like making money. Sometimes I'm playing a game and I think to myself why is this game giving me 0 money. NOT a problem in this game. Kaching!πΈπΈ
Fuel stays at 100% during the boomerang throw.
Balancing the mechanics is where I suggest you spend your time this, I was able to I throw the boomerang 4295 feet πͺπ₯after purchasing all the upgrades in one go.
This a funny game and I wouldn't hate it if there was a pun somewhere about a boomerang.
Nice work!
------ secret message, don't let other people read this ------
I can't condone gambling but check this out anyways (don't show it to anyone)